# CMakeLists.txt cmake_minimum_required(VERSION 3.10) project(coffee_crisis VERSION 1.00) # Tipus de build per defecte (Debug) si no se n'ha especificat cap if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) endif() # Configuración de compilador para MinGW en Windows if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC") set(CMAKE_CXX_COMPILER "g++") set(CMAKE_C_COMPILER "gcc") endif() # Establecer estándar de C++ set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED True) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) # Configuración global de flags de compilación set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall") set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections") # Define el directorio de los archivos fuente set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source") # Cargar todos los archivos fuente en DIR_SOURCES (recursivo, sin external/) file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS "${DIR_SOURCES}/*.cpp") list(FILTER SOURCES EXCLUDE REGEX "${DIR_SOURCES}/external/.*") # En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2). # Define NO_SHADERS más abajo y filtra el fuente aquí. if(EMSCRIPTEN) list(REMOVE_ITEM SOURCES "${DIR_SOURCES}/core/rendering/sdl3gpu/sdl3gpu_shader.cpp") endif() # Verificar si se encontraron archivos fuente if(NOT SOURCES) message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}.") endif() # Configuración de SDL3 if(EMSCRIPTEN) # En Emscripten, SDL3 se compila desde source con FetchContent include(FetchContent) FetchContent_Declare( SDL3 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-3.4.4 GIT_SHALLOW TRUE ) set(SDL_SHARED OFF CACHE BOOL "" FORCE) set(SDL_STATIC ON CACHE BOOL "" FORCE) set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE) FetchContent_MakeAvailable(SDL3) message(STATUS "SDL3 compilado desde source para Emscripten") else() find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}") endif() # --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) --- if(NOT APPLE AND NOT EMSCRIPTEN) find_program(GLSLC_EXE NAMES glslc) set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders") set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv") set(ALL_SHADER_HEADERS "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h" "${HEADERS_DIR}/upscale_frag_spv.h" "${HEADERS_DIR}/downscale_frag_spv.h" "${HEADERS_DIR}/crtpi_frag_spv.h" ) set(ALL_SHADER_SOURCES "${SHADERS_DIR}/postfx.vert" "${SHADERS_DIR}/postfx.frag" "${SHADERS_DIR}/upscale.frag" "${SHADERS_DIR}/downscale.frag" "${SHADERS_DIR}/crtpi_frag.glsl" ) if(GLSLC_EXE) add_custom_command( OUTPUT ${ALL_SHADER_HEADERS} COMMAND ${CMAKE_COMMAND} -D GLSLC=${GLSLC_EXE} -D SHADERS_DIR=${SHADERS_DIR} -D HEADERS_DIR=${HEADERS_DIR} -P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake DEPENDS ${ALL_SHADER_SOURCES} WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" COMMENT "Compilando shaders SPIR-V..." ) add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS}) message(STATUS "glslc encontrado: shaders se compilarán automáticamente") else() foreach(HDR ${ALL_SHADER_HEADERS}) if(NOT EXISTS "${HDR}") message(FATAL_ERROR "glslc no encontrado y header SPIR-V no existe: ${HDR}\n" " Instala glslc: sudo apt install glslang-tools (Linux)\n" " choco install vulkan-sdk (Windows)" ) endif() endforeach() message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados") endif() else() if(EMSCRIPTEN) message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)") else() message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal inline)") endif() endif() # Añadir ejecutable principal add_executable(${PROJECT_NAME} ${SOURCES}) if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE) add_dependencies(${PROJECT_NAME} shaders) endif() # Includes relatius a source/ (p.e. `#include "core/rendering/texture.h"`) target_include_directories(${PROJECT_NAME} PRIVATE ${DIR_SOURCES}) # Añadir definiciones de compilación dependiendo del tipo de build target_compile_definitions(${PROJECT_NAME} PRIVATE $<$:DEBUG DEBUG_PAUSE> $<$:RELEASE_BUILD> ) # Enlazar bibliotecas target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3) # Configuración específica para cada plataforma if(WIN32) target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD) target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 gdi32 winmm imm32 ole32 version) elseif(APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD) target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated) if(NOT CMAKE_OSX_ARCHITECTURES) set(CMAKE_OSX_ARCHITECTURES "arm64") endif() if(MACOS_BUNDLE) target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE) target_link_options(${PROJECT_NAME} PRIVATE -framework SDL3 -F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -rpath @executable_path/../Frameworks/ ) endif() elseif(EMSCRIPTEN) target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS) # En wasm NO empaquetamos un resources.pack: el propio --preload-file de # emscripten ya hace el mismo trabajo (bundle del directorio en un .data), # así que metemos directamente 'data' y dejamos que el Resource lea por # filesystem (MEMFS). Evita doble empaquetado y el uso de memoria extra. target_link_options(${PROJECT_NAME} PRIVATE "SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data" "SHELL:--preload-file ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt@/gamecontrollerdb.txt" -sALLOW_MEMORY_GROWTH=1 -sMAX_WEBGL_VERSION=2 ) set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") elseif(UNIX AND NOT APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD) target_link_options(${PROJECT_NAME} PRIVATE -Wl,--gc-sections) endif() # ============================================================================== # STATIC ANALYSIS TARGETS # ============================================================================== find_program(CLANG_TIDY_EXE NAMES clang-tidy) find_program(CLANG_FORMAT_EXE NAMES clang-format) find_program(CPPCHECK_EXE NAMES cppcheck) # Recopilar todos los archivos fuente para analisis file(GLOB_RECURSE ALL_SOURCE_FILES "${CMAKE_SOURCE_DIR}/source/*.cpp" "${CMAKE_SOURCE_DIR}/source/*.h" ) set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES}) set(FORMAT_SOURCES ${ALL_SOURCE_FILES}) # Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente). set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES}) list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$") list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*/source/external/.*") # Targets de clang-tidy if(CLANG_TIDY_EXE) add_custom_target(tidy COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} ${CLANG_TIDY_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-tidy..." ) add_custom_target(tidy-fix COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} --fix ${CLANG_TIDY_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-tidy with fixes..." ) else() message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles") endif() # Targets de clang-format if(CLANG_FORMAT_EXE) add_custom_target(format COMMAND ${CLANG_FORMAT_EXE} -i ${FORMAT_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-format..." ) add_custom_target(format-check COMMAND ${CLANG_FORMAT_EXE} --dry-run --Werror ${FORMAT_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Checking clang-format..." ) else() message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles") endif() # Target de cppcheck if(CPPCHECK_EXE) add_custom_target(cppcheck COMMAND ${CPPCHECK_EXE} --enable=warning,style,performance,portability --std=c++20 --language=c++ --inline-suppr --suppress=missingIncludeSystem --suppress=toomanyconfigs --suppress=*:*/source/external/* --suppress=*:*/source/core/rendering/sdl3gpu/spv/* --quiet -I ${CMAKE_SOURCE_DIR}/source ${CPPCHECK_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running cppcheck..." ) else() message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible") endif() # --- EINA STANDALONE: pack_resources --- # Executable auxiliar que empaqueta `data/` a `resources.pack`. # No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit: # cmake --build build --target pack_resources # Després executar: ./build/pack_resources data resources.pack if(NOT EMSCRIPTEN) add_executable(pack_resources EXCLUDE_FROM_ALL tools/pack_resources/pack_resources.cpp source/core/resources/resource_pack.cpp ) target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source") target_compile_options(pack_resources PRIVATE -Wall) # Regeneració automàtica de resources.pack en cada build si canvia data/. file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*") set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack") add_custom_command( OUTPUT ${RESOURCE_PACK} COMMAND $ "${CMAKE_SOURCE_DIR}/data" "${RESOURCE_PACK}" DEPENDS pack_resources ${DATA_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Empaquetant data/ → resources.pack" VERBATIM ) add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK}) add_dependencies(${PROJECT_NAME} resource_pack) # --- CÒPIA DE gamecontrollerdb.txt AL COSTAT DEL BINARI --- # SDL_AddGamepadMappingsFromFile només llegeix del filesystem real (no del # pack), així que el fitxer ha de viure al directori del binari. Es copia # només si existeix per no fallar la build d'algú que encara no ha fet # `make controllerdb`. if(EXISTS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt") set(CONTROLLER_DB "${CMAKE_BINARY_DIR}/gamecontrollerdb.txt") add_custom_command( OUTPUT ${CONTROLLER_DB} COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt" "${CONTROLLER_DB}" DEPENDS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt" COMMENT "Copiant gamecontrollerdb.txt → build/" VERBATIM ) add_custom_target(controller_db ALL DEPENDS ${CONTROLLER_DB}) add_dependencies(${PROJECT_NAME} controller_db) endif() endif()